X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fshader-effects%2Fmotion-blur-effect.h;h=8201976fe2288be8aa0bb5a4c3f92d907aa3b352;hb=542e587d36cb500e0c3b36635cf22b81b6608697;hp=5455fef9bea4f59e0d832fa4ec2121ed7102ca25;hpb=f58b8383147de70affa1e3949cf1c6757d705d3c;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h index 5455fef..8201976 100644 --- a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h +++ b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h @@ -1,8 +1,8 @@ -#ifndef __DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H__ -#define __DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H__ +#ifndef DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H +#define DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -19,198 +19,68 @@ */ // EXTERNAL INCLUDES -#include -#include +#include +#include + +// INTERNAL INCLUDES +#include namespace Dali { - namespace Toolkit { - /** + * @brief Set the properties for the motion blur * - * Class for motion blur shader that works on a per object basis. Objects will - * blur when they move, or if the camera moves. Can be applied to ImageActor or - * TextActor only. - * - * Usage example:- + * @param[in] actor The actor that registers the uniform properties + * @param[in] numBlurSamples Number of samples used by the shader + */ +DALI_TOOLKIT_API void SetMotionBlurProperties( Actor& actor, unsigned int numBlurSamples = 8 ); + +/** + * @brief Create a new MotionBlurEffect * - * // Create shader used for doing motion blur\n - * MotionBlurEffect MotionBlurEffect = MotionBlurEffect::New(); + * Motion blur shader works on a per object basis. Objects will + * blur when they move, or if the camera moves. * - * // set actor shader to the blur one\n - * Actor Actor = Actor::New( ... );\n - * Actor.SetShaderEffect( MotionBlurEffect ); + * Animatable/Constrainable uniforms: + * "uBlurTexCoordScale" - This scales the offset for texture samples along the motion velocity vector. + * A smaller value means the samples will be spaced closer, larger value further + * apart. User should use this to get the blur to look contiguous, i.e. the blur + * texels should not be too widely spread, with gaps in between. Default 0.125. + * "uGeometryStretchFactor" - This scales the amount the geometry stretches backwards along the motion velocity + * vector. A smaller value means the geometry stretches less, larger it stretches more. + * User should use this to get the blur to 'bleed' into areas outside the physical + * bounds of the actor. We need this as the blur is only applied inside the bounds of + * the actor, but you would expect motion blur trails where the actor was previously + * but is there no longer. Default 0.05. + * "uSpeedScalingFactor" - This takes the magnitude of the motion velocity vector and scales it to produce a + * value which is used to fade the blur in / out with the speed that the actor is moving. + * As the blur fades in, more of the blur is visible and less of the original actor, and + * viceversa. This value is also used to control how much to fade the actor near the + * edges, based on the speed the actor is moving. When the actor is at rest this is not applied. + * Default 0.5. + * "uObjectFadeStart" - The displacement from the centre of the actor that the actor will start to fade towards its + * edges. This is used to prevent an unsightly hard edge between the blurred actor and the scene. + * Depends on the values of the vertices in the vertex stream. When the actor is at rest this is + * not applied. Default 0.25, which is half way towards the edge for an ImageVisual::QUAD. + * "uObjectFadeEnd" - The displacement from the centre of the actor that the actor will finish fading towards its + * edges. This is used to prevent an unsightly hard edge between the blurred actor and the scene. + * Depends on the values of the vertices in the vertex stream. When the actor is at rest this is + * not applied.Default 0.5, which is all the way towards the edge for an ImageVisual::QUAD. + * "uAlphaScale" - Global scaler applied to the alpha of the actor. Used to make the blurred actor a bit more subtle + * (helps to hide discontinuities due to limited number of texture samples) and reveal a bit of the + * background behind it as it moves. When the actor is at rest this is not applied. Default 0.75. + * "uNumSamples" - The number of texture samples to be taken. Increasing the number of samples provides better quality + * at the cost of performance. + * "uModelLastFrame" - The model to world space transformation matrix of the actor in the previous frame. * + * @return The newly created Property::Map with the motion blur effect */ -class DALI_IMPORT_API MotionBlurEffect : public ShaderEffect -{ - -public: - - /** - * Create an uninitialized MotionBlurEffect; this can be initialized with MotionBlurEffect::New() - * Calling member functions with an uninitialized Dali::Object is not allowed. - */ - MotionBlurEffect(); - - /** - * @brief Destructor - * - * This is non-virtual since derived Handle types must not contain data or virtual methods. - */ - ~MotionBlurEffect(); - - /** - * Create an initialized MotionBlurEffect - * The number of texture samples taken along the motion velocity vector of the - * actor, producing the blur, is set to a default of 8. - * @return A handle to a newly allocated Dali resource. - */ - static MotionBlurEffect New(); - - /** - * Create a MotionBlurEffect and attach it to the specified actor - * The number of texture samples taken along the motion velocity vector of the - * actor, producing the blur, is set to a default of 8. - * @param renderable actor to apply the effect to - * @return A handle to a newly allocated Dali resource. - */ - static MotionBlurEffect Apply( RenderableActor renderable ); - - /** - * Create an initialized MotionBlurEffect - * @param numBlurSamples The number of texture samples taken along the motion - * velocity vector of the actor, producing the blur. A higher number gives a - * smoother blur but costs more in terms of performance. - * @param numBlurSamples to have - * @return A handle to a newly allocated Dali resource. - */ - static MotionBlurEffect New( unsigned int numBlurSamples ); - - /** - * Set texcoord scale property. This scales the offset for texture samples - * along the motion velocity vector. A smaller value means the samples will - * be spaced closer, larger value further apart. User should use this to get - * the blur to look contiguous, i.e. the blur texels should not be too widely - * spread, with gaps in between. Default 0.125. - * @param texcoordScale The scaling factor that multiplies the motion velocity vector for texture lookups. - */ - void SetTexcoordScale( float texcoordScale ); - - /** - * Set geometry stretch factor property. This scales the amount the - * geometry stretches backwards along the motion velocity vector. A smaller - * value means the geometry stretches less, larger it stretches more. User - * should use this to get the blur to 'bleed' into areas outside the physical - * bounds of the actor. We need this as the blur is only applied inside the - * bounds of the actor, but you would expect motion blur trails where the - * actor was previously but is there no longer. Default 0.05. - * @param scalingFactor The scaling factor that extrudes the geometry backwards along the motion velocity vector. - */ - void SetGeometryStretchFactor( float scalingFactor ); - - /** - * Set speed scaling factor property. This takes the magnitude of the motion - * velocity vector and scales it to produce a value which is used to fade the - * blur in / out with the speed that the actor is moving. As the blur fades - * in, more of the blur is visible and less of the original actor, and vice - * versa. - * This value is also used to control how much to fade the actor near the - * edges, based on the speed the actor is moving. When the actor is at rest - * this is not applied. Default 0.5. - * @param scalingFactor The scaling factor that controls the edge fade / blur fade of the actor. - */ - void SetSpeedScalingFactor( float scalingFactor ); - - /** - * Set the displacement from the centre of the actor that the actor will start - * to fade towards its edges. This is used to prevent an unsightly hard edge - * between the blurred actor and the scene. Depends on the values of the - * vertices in the vertex stream. When the actor is at rest this is not applied. - * Default 0.25, which is half way towards the edge for an ImageRenderer::QUAD. - * @param displacement The displacement from the centre of the actor that the actor will start to edge fade. - */ - void SetObjectFadeStart( Vector2 displacement ); - - /** - * Set the displacement from the centre of the actor that the actor will - * finish fading towards its edges. This is used to prevent an unsightly hard - * edge between the blurred actor and the scene. Depends on the values of the - * vertices in the vertex stream. When the actor is at rest this is not applied. - * Default 0.5, which is all the way towards the edge for an ImageRenderer::QUAD. - * @param displacement The displacement from the centre of the actor that the actor will finish edge fading. - */ - void SetObjectFadeEnd( Vector2 displacement ); - - /** - * Set a global scaler applied to the alpha of the actor. Used to make the - * blurred actor a bit more subtle (helps to hide discontinuities due to - * limited number of texture samples) and reveal a bit of the background - * behind it as it moves. When the actor is at rest this is not applied. Default 0.75. - * @param alphaScale The scaling factor which multiplies the alpha of each pixel of the actor. - */ - void SetAlphaScale( float alphaScale ); - - /** - * Set the number of texture samples to be taken. Increasing the number of - * samples provides better quality at the cost of performance. - * @param numSamples The number of texture samples to be taken. Default is 8. - */ - void SetNumSamples( int numSamples ); - - /** - * Get the name for the texcoord scale property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetTexcoordScalePropertyName() const; - - /** - * Get the name for the geometry stretching property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetGeometryStretchFactorPropertyName() const; - - /** - * Get the name for the speed scaling property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetSpeedScalingFactorPropertyName() const; - - /** - * Get the name for the fade start property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetObjectFadeStartPropertyName() const; - - /** - * Get the name for the fade end property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetObjectFadeEndPropertyName() const; - - /** - * Get the name for the alpha scale property. Useful for animation. - * @return A std::string containing the property name - */ - const std::string& GetAlphaScalePropertyName() const; - - /** - * Downcast an ShaderEffect handle to MotionBlurEffect handle. If handle points to a MotionBlurEffect object the - * downcast produces valid handle. If not the returned handle is left uninitialized. - * @param[in] handle to a ShaderEffect - * @return handle to a MotionBlurEffect object or an uninitialized handle - */ - static MotionBlurEffect DownCast( ShaderEffect handle ); - -private: - // Not intended for application developers - DALI_INTERNAL MotionBlurEffect( ShaderEffect handle ); -}; +DALI_TOOLKIT_API Property::Map CreateMotionBlurEffect(); -} +} // namespace Toolkit -} +} // namespace Dali -#endif //#ifndef __DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H__ +#endif // DALI_TOOLKIT_SHADER_EFFECT_MOTION_BLUR_H